/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h
To be called in the callsite where the predictive code will take place. This generates a new PredictionKey and acts as a synchonization point between client and server for that key.
FScopedPredictionWindow ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, bool CanGenerateNewKey )